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elevator_core/dispatch/
reposition.rs

1//! Built-in repositioning strategies for idle elevators.
2//!
3//! # Example
4//!
5//! ```rust
6//! use elevator_core::prelude::*;
7//! use elevator_core::dispatch::reposition::SpreadEvenly;
8//!
9//! let sim = SimulationBuilder::demo()
10//!     .reposition(SpreadEvenly, BuiltinReposition::SpreadEvenly)
11//!     .build()
12//!     .unwrap();
13//! ```
14
15use std::collections::{BTreeMap, HashMap};
16
17use serde::{Deserialize, Serialize};
18
19use crate::arrival_log::{ArrivalLog, CurrentTick, DEFAULT_ARRIVAL_WINDOW_TICKS};
20use crate::entity::EntityId;
21use crate::tagged_metrics::{MetricTags, TaggedMetric};
22use crate::world::World;
23
24use super::{ElevatorGroup, RepositionStrategy};
25
26/// Default reposition cooldown in ticks (~4 s at 60 Hz).
27///
28/// Long enough to suppress immediate back-to-back reposition commands
29/// when the arrival-rate ranking shifts, short enough that a
30/// freshly-parked car is responsive to genuinely changed demand.
31/// Tuned from playground observation: shorter windows (60–120 ticks)
32/// still let the lobby car flicker under `InterFloor` mode switches;
33/// longer windows (480+) start to feel stuck even when demand moved.
34pub const DEFAULT_REPOSITION_COOLDOWN_TICKS: u64 = 240;
35
36/// World resource: per-car tick-when-next-eligible for reposition.
37///
38/// Set by the movement phase when a repositioning car arrives at its
39/// target (via `phase = Idle` with `repositioning = true`). Consumed
40/// by the reposition phase's idle-pool filter — cars still in
41/// cooldown stay out of the pool and are skipped for that pass.
42///
43/// Prevents `AdaptiveParking` / `PredictiveParking` from sending the
44/// same car on repeated short hops as the hot-stop ranking shifts
45/// mid-rush. Energy cost + visual noise both drop.
46#[derive(Debug, Clone, Default, Serialize, Deserialize)]
47pub struct RepositionCooldowns {
48    /// Tick counter when each car becomes eligible again. Cars not
49    /// present in the map have no cooldown (fresh state). `BTreeMap`
50    /// for deterministic snapshot bytes across processes — `HashMap`
51    /// iteration order varies by per-process hash seed and leaked into
52    /// the postcard byte stream (#254 follow-up). `pub(crate)` rather
53    /// than `pub` so external consumers go through `record_arrival` /
54    /// `is_cooling_down` instead of mutating the map directly, and so a
55    /// future container swap doesn't ripple into downstream API breaks.
56    pub(crate) eligible_at: BTreeMap<EntityId, u64>,
57}
58
59impl RepositionCooldowns {
60    /// Whether `car` is currently under cooldown at `tick`.
61    #[must_use]
62    pub fn is_cooling_down(&self, car: EntityId, tick: u64) -> bool {
63        self.eligible_at
64            .get(&car)
65            .is_some_and(|eligible| tick < *eligible)
66    }
67
68    /// Record a reposition arrival. Sets eligibility to
69    /// `arrival_tick + DEFAULT_REPOSITION_COOLDOWN_TICKS`.
70    pub fn record_arrival(&mut self, car: EntityId, arrival_tick: u64) {
71        self.eligible_at
72            .insert(car, arrival_tick + DEFAULT_REPOSITION_COOLDOWN_TICKS);
73    }
74
75    /// Rewrite every entry's car `EntityId` through `id_remap`, dropping
76    /// any entries whose car wasn't re-allocated during snapshot
77    /// restore. Mirrors `ArrivalLog::remap_entity_ids`.
78    pub fn remap_entity_ids(&mut self, id_remap: &HashMap<EntityId, EntityId>) {
79        let remapped: BTreeMap<EntityId, u64> = std::mem::take(&mut self.eligible_at)
80            .into_iter()
81            .filter_map(|(old, eligible)| id_remap.get(&old).map(|&new| (new, eligible)))
82            .collect();
83        self.eligible_at = remapped;
84    }
85}
86
87/// Distribute idle elevators evenly across the group's stops.
88///
89/// For each idle elevator, assigns it to the stop position that maximizes
90/// the minimum distance from any other (non-idle or already-assigned) elevator.
91/// This spreads coverage across the shaft.
92pub struct SpreadEvenly;
93
94impl RepositionStrategy for SpreadEvenly {
95    fn reposition(
96        &mut self,
97        idle_elevators: &[(EntityId, f64)],
98        stop_positions: &[(EntityId, f64)],
99        group: &ElevatorGroup,
100        world: &World,
101        out: &mut Vec<(EntityId, EntityId)>,
102    ) {
103        if idle_elevators.is_empty() || stop_positions.is_empty() {
104            return;
105        }
106
107        // Collect the *intended resting positions* of all non-idle
108        // elevators in this group — the target stop a car is
109        // committed to, not its transient current position. Without
110        // this, a car already en route to stop X gets counted as
111        // "occupying" wherever it happens to be mid-trip, and the
112        // strategy may spread an idle car straight to the same X.
113        let mut occupied: Vec<f64> = group
114            .elevator_entities()
115            .iter()
116            .filter_map(|&eid| {
117                if idle_elevators.iter().any(|(ie, _)| *ie == eid) {
118                    return None;
119                }
120                intended_position(eid, world)
121            })
122            .collect();
123
124        for &(elev_eid, elev_pos) in idle_elevators {
125            // Primary criterion: maximize the minimum distance from any
126            // already-occupied position (true "spread"). Tie-breaker:
127            // prefer the stop closest to the elevator's current position
128            // — otherwise, with no occupied positions at sim start, every
129            // stop is tied at `INFINITY` and `max_by`'s last-wins default
130            // ships every car to the topmost stop. That was the reported
131            // "cars travel to the top at sim start with no demand" bug.
132            let best = stop_positions.iter().max_by(|a, b| {
133                let min_a = min_distance_to(a.1, &occupied);
134                let min_b = min_distance_to(b.1, &occupied);
135                min_a.total_cmp(&min_b).then_with(|| {
136                    let dist_a = (a.1 - elev_pos).abs();
137                    let dist_b = (b.1 - elev_pos).abs();
138                    // `max_by` returns the greater element; invert so the
139                    // closer stop to the elevator is considered greater.
140                    dist_b.total_cmp(&dist_a)
141                })
142            });
143
144            if let Some(&(stop_eid, stop_pos)) = best {
145                if (stop_pos - elev_pos).abs() > 1e-6 {
146                    out.push((elev_eid, stop_eid));
147                }
148                occupied.push(stop_pos);
149            }
150        }
151    }
152
153    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
154        Some(super::BuiltinReposition::SpreadEvenly)
155    }
156}
157
158/// Return idle elevators to a configured home stop (default: first stop).
159///
160/// Classic lobby-return strategy. All idle elevators converge on a single
161/// designated stop, typically the ground floor or main lobby.
162pub struct ReturnToLobby {
163    /// Index into the group's stop list for the home stop.
164    /// Defaults to 0 (first stop).
165    pub home_stop_index: usize,
166}
167
168impl ReturnToLobby {
169    /// Create with default home stop (index 0).
170    #[must_use]
171    pub const fn new() -> Self {
172        Self { home_stop_index: 0 }
173    }
174
175    /// Create with a specific home stop index.
176    #[must_use]
177    pub const fn with_home(index: usize) -> Self {
178        Self {
179            home_stop_index: index,
180        }
181    }
182}
183
184impl Default for ReturnToLobby {
185    fn default() -> Self {
186        Self::new()
187    }
188}
189
190impl RepositionStrategy for ReturnToLobby {
191    fn reposition(
192        &mut self,
193        idle_elevators: &[(EntityId, f64)],
194        stop_positions: &[(EntityId, f64)],
195        _group: &ElevatorGroup,
196        _world: &World,
197        out: &mut Vec<(EntityId, EntityId)>,
198    ) {
199        let Some(&(home_eid, home_pos)) = stop_positions.get(self.home_stop_index) else {
200            return;
201        };
202
203        out.extend(
204            idle_elevators
205                .iter()
206                .filter(|(_, pos)| (*pos - home_pos).abs() > 1e-6)
207                .map(|&(eid, _)| (eid, home_eid)),
208        );
209    }
210
211    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
212        Some(super::BuiltinReposition::ReturnToLobby)
213    }
214}
215
216/// Position idle elevators near stops with historically high demand.
217///
218/// Reads per-stop throughput from the [`MetricTags`] system to weight
219/// stop positions. Idle elevators are assigned to the highest-demand
220/// stops that don't already have an elevator nearby.
221pub struct DemandWeighted;
222
223impl RepositionStrategy for DemandWeighted {
224    fn reposition(
225        &mut self,
226        idle_elevators: &[(EntityId, f64)],
227        stop_positions: &[(EntityId, f64)],
228        group: &ElevatorGroup,
229        world: &World,
230        out: &mut Vec<(EntityId, EntityId)>,
231    ) {
232        if idle_elevators.is_empty() || stop_positions.is_empty() {
233            return;
234        }
235
236        let tags = world.resource::<MetricTags>();
237        // `demand + 1.0` keeps zero-demand stops in the running — the
238        // strategy still produces a spread at sim start before any
239        // deliveries have been recorded.
240        let mut scored: Vec<(EntityId, f64, f64)> = stop_positions
241            .iter()
242            .map(|&(stop_eid, stop_pos)| {
243                let demand = tags
244                    .and_then(|t| {
245                        t.tags_for(stop_eid)
246                            .iter()
247                            .filter_map(|tag| t.metric(tag).map(TaggedMetric::total_delivered))
248                            .max()
249                    })
250                    .unwrap_or(0) as f64;
251                (stop_eid, stop_pos, demand + 1.0)
252            })
253            .collect();
254        scored.sort_by(|a, b| b.2.total_cmp(&a.2));
255
256        assign_greedy_by_score(&scored, idle_elevators, group, world, out);
257    }
258
259    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
260        Some(super::BuiltinReposition::DemandWeighted)
261    }
262}
263
264/// Predictive parking: park idle elevators near stops with the
265/// highest recent per-stop arrival rate.
266///
267/// Reads the [`ArrivalLog`] and [`CurrentTick`] world resources
268/// (always present under a built sim) to compute a rolling window of
269/// arrivals. Cars are greedily assigned to the highest-rate stops that
270/// don't already have a car nearby, so the group spreads across the
271/// hottest floors rather than clustering on one.
272///
273/// Parallels the headline feature of Otis Compass Infinity — forecast
274/// demand from recent traffic, pre-position cars accordingly. Falls
275/// back to no-op when no arrivals have been logged.
276pub struct PredictiveParking {
277    /// Rolling window (ticks) used to compute per-stop arrival counts.
278    /// Shorter windows react faster; longer windows smooth noise.
279    window_ticks: u64,
280}
281
282impl PredictiveParking {
283    /// Create with the default rolling window
284    /// ([`DEFAULT_ARRIVAL_WINDOW_TICKS`]).
285    #[must_use]
286    pub const fn new() -> Self {
287        Self {
288            window_ticks: DEFAULT_ARRIVAL_WINDOW_TICKS,
289        }
290    }
291
292    /// Create with a custom rolling window (ticks). Shorter windows
293    /// react faster to traffic shifts; longer windows smooth out noise.
294    ///
295    /// # Panics
296    /// Panics on `window_ticks == 0`. A zero window would cause
297    /// `ArrivalLog::arrivals_in_window` to return 0 for every stop —
298    /// the strategy would silently no-op, which is almost never what
299    /// the caller meant.
300    #[must_use]
301    pub const fn with_window_ticks(window_ticks: u64) -> Self {
302        assert!(
303            window_ticks > 0,
304            "PredictiveParking::with_window_ticks requires a positive window"
305        );
306        Self { window_ticks }
307    }
308}
309
310impl Default for PredictiveParking {
311    fn default() -> Self {
312        Self::new()
313    }
314}
315
316impl RepositionStrategy for PredictiveParking {
317    fn reposition(
318        &mut self,
319        idle_elevators: &[(EntityId, f64)],
320        stop_positions: &[(EntityId, f64)],
321        group: &ElevatorGroup,
322        world: &World,
323        out: &mut Vec<(EntityId, EntityId)>,
324    ) {
325        if idle_elevators.is_empty() || stop_positions.is_empty() {
326            return;
327        }
328        let Some(log) = world.resource::<ArrivalLog>() else {
329            return;
330        };
331        let now = world.resource::<CurrentTick>().map_or(0, |ct| ct.0);
332
333        // Score each stop by its arrival count over the window. Keep
334        // only positives — stops with zero recent arrivals are not
335        // parking targets (no signal to act on).
336        let mut scored: Vec<(EntityId, f64, u64)> = stop_positions
337            .iter()
338            .filter_map(|&(sid, pos)| {
339                let count = log.arrivals_in_window(sid, now, self.window_ticks);
340                (count > 0).then_some((sid, pos, count))
341            })
342            .collect();
343        if scored.is_empty() {
344            return;
345        }
346        // Highest arrival count first; stable sort preserves stop-id
347        // order on ties so the result stays deterministic.
348        scored.sort_by_key(|(_, _, count)| std::cmp::Reverse(*count));
349
350        assign_greedy_by_score(&scored, idle_elevators, group, world, out);
351    }
352
353    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
354        Some(super::BuiltinReposition::PredictiveParking)
355    }
356
357    fn min_arrival_log_window(&self) -> u64 {
358        self.window_ticks
359    }
360}
361
362/// Mode-gated reposition: dispatches to an inner strategy chosen
363/// by the current [`TrafficMode`](crate::traffic_detector::TrafficMode).
364///
365/// Closes the playground-reported "chaotic repositioning" complaint:
366/// the single-strategy defaults either lock cars to the lobby
367/// ([`ReturnToLobby`]) or shuttle them toward the hottest stop
368/// ([`PredictiveParking`]) regardless of traffic shape. Adaptive
369/// picks per mode:
370///
371/// | Mode                                                             | Inner                |
372/// |------------------------------------------------------------------|----------------------|
373/// | [`UpPeak`](crate::traffic_detector::TrafficMode::UpPeak)         | [`ReturnToLobby`]    |
374/// | [`InterFloor`](crate::traffic_detector::TrafficMode::InterFloor) | [`PredictiveParking`]|
375/// | [`DownPeak`](crate::traffic_detector::TrafficMode::DownPeak)     | [`PredictiveParking`]|
376/// | [`Idle`](crate::traffic_detector::TrafficMode::Idle)             | no-op (stay put)     |
377///
378/// `DownPeak` reuses `PredictiveParking` intentionally: during a down
379/// peak, upper floors are the high-arrival stops (riders spawn there
380/// heading to the lobby), and `PredictiveParking` scores stops by
381/// [`ArrivalLog`] counts — so it correctly biases idle cars upward
382/// without needing a destination-aware variant. Falls back to
383/// `InterFloor` routing if the detector is missing from `World`
384/// (e.g. hand-built tests bypassing `Simulation`).
385pub struct AdaptiveParking {
386    /// Inner strategy used in up-peak mode. Configurable so games
387    /// can pin a different home stop (sky-lobby buildings, e.g.).
388    return_to_lobby: ReturnToLobby,
389    /// Inner strategy used when demand is diffuse or heading down.
390    predictive: PredictiveParking,
391}
392
393impl AdaptiveParking {
394    /// Create with defaults: `ReturnToLobby::new()` (home = stop 0)
395    /// and `PredictiveParking::new()` (default rolling window).
396    #[must_use]
397    pub const fn new() -> Self {
398        Self {
399            return_to_lobby: ReturnToLobby::new(),
400            predictive: PredictiveParking::new(),
401        }
402    }
403
404    /// Override the home stop used during `UpPeak`. Same semantics as
405    /// [`ReturnToLobby::with_home`].
406    #[must_use]
407    pub const fn with_home(mut self, index: usize) -> Self {
408        self.return_to_lobby = ReturnToLobby::with_home(index);
409        self
410    }
411
412    /// Override the window used for `InterFloor` / `DownPeak`
413    /// predictive parking. Same semantics as
414    /// [`PredictiveParking::with_window_ticks`].
415    ///
416    /// # Panics
417    /// Panics on `window_ticks = 0`, matching `PredictiveParking`.
418    #[must_use]
419    pub const fn with_window_ticks(mut self, window_ticks: u64) -> Self {
420        self.predictive = PredictiveParking::with_window_ticks(window_ticks);
421        self
422    }
423}
424
425impl Default for AdaptiveParking {
426    fn default() -> Self {
427        Self::new()
428    }
429}
430
431impl RepositionStrategy for AdaptiveParking {
432    fn reposition(
433        &mut self,
434        idle_elevators: &[(EntityId, f64)],
435        stop_positions: &[(EntityId, f64)],
436        group: &ElevatorGroup,
437        world: &World,
438        out: &mut Vec<(EntityId, EntityId)>,
439    ) {
440        use crate::traffic_detector::{TrafficDetector, TrafficMode};
441        let mode = world
442            .resource::<TrafficDetector>()
443            .map_or(TrafficMode::InterFloor, TrafficDetector::current_mode);
444        match mode {
445            TrafficMode::Idle => {
446                // Stay put — no point commuting when there's no
447                // demand to pre-position for.
448            }
449            TrafficMode::UpPeak => {
450                self.return_to_lobby
451                    .reposition(idle_elevators, stop_positions, group, world, out);
452            }
453            TrafficMode::DownPeak | TrafficMode::InterFloor => {
454                self.predictive
455                    .reposition(idle_elevators, stop_positions, group, world, out);
456            }
457        }
458    }
459
460    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
461        Some(super::BuiltinReposition::Adaptive)
462    }
463
464    fn min_arrival_log_window(&self) -> u64 {
465        self.predictive.min_arrival_log_window()
466    }
467}
468
469/// No-op strategy: idle elevators stay where they stopped.
470///
471/// Use this to disable repositioning for a group while keeping
472/// the repositioning phase active for other groups.
473pub struct NearestIdle;
474
475impl RepositionStrategy for NearestIdle {
476    fn reposition(
477        &mut self,
478        _idle_elevators: &[(EntityId, f64)],
479        _stop_positions: &[(EntityId, f64)],
480        _group: &ElevatorGroup,
481        _world: &World,
482        _out: &mut Vec<(EntityId, EntityId)>,
483    ) {
484    }
485
486    fn builtin_id(&self) -> Option<super::BuiltinReposition> {
487        Some(super::BuiltinReposition::NearestIdle)
488    }
489}
490
491/// Shared greedy-assign step for score-driven parking strategies.
492///
493/// `scored` is the list of `(stop_id, stop_pos, _score)` in descending
494/// priority order (strategies sort/filter upstream). For each stop in
495/// that order, pick the closest still-unassigned idle elevator and
496/// send it there — unless the stop is already covered by a non-idle
497/// car or the closest idle car is already parked on it.
498///
499/// The tuple's third element is ignored here; it exists only to keep
500/// the caller's scoring type visible at the call site.
501fn assign_greedy_by_score<S>(
502    scored: &[(EntityId, f64, S)],
503    idle_elevators: &[(EntityId, f64)],
504    group: &ElevatorGroup,
505    world: &World,
506    out: &mut Vec<(EntityId, EntityId)>,
507) {
508    // Intended resting positions of all non-idle elevators — avoid
509    // parking on top of cars already committed to a stop, whether
510    // currently at that stop or still travelling there. Using
511    // `world.position` alone would miss the second case and allow an
512    // idle car to be assigned to a target another car is already
513    // en route to.
514    let mut occupied: Vec<f64> = group
515        .elevator_entities()
516        .iter()
517        .filter_map(|&eid| {
518            if idle_elevators.iter().any(|(ie, _)| *ie == eid) {
519                return None;
520            }
521            intended_position(eid, world)
522        })
523        .collect();
524
525    let mut assigned: Vec<EntityId> = Vec::new();
526    for (stop_eid, stop_pos, _) in scored {
527        if min_distance_to(*stop_pos, &occupied) < 1e-6 {
528            continue;
529        }
530
531        let closest = idle_elevators
532            .iter()
533            .filter(|(eid, _)| !assigned.contains(eid))
534            .min_by(|a, b| (a.1 - stop_pos).abs().total_cmp(&(b.1 - stop_pos).abs()));
535
536        if let Some(&(elev_eid, elev_pos)) = closest
537            && (elev_pos - stop_pos).abs() > 1e-6
538        {
539            out.push((elev_eid, *stop_eid));
540            assigned.push(elev_eid);
541            occupied.push(*stop_pos);
542        }
543
544        if assigned.len() == idle_elevators.len() {
545            break;
546        }
547    }
548}
549
550/// Where a non-idle elevator is headed — its target-stop position
551/// when one is set, else its current position. Reposition strategies
552/// use this to build the "occupied" list so a car already en route
553/// to stop X is counted as occupying X (not its transient mid-trip
554/// position). Without this, a second car could be sent to the same
555/// X because the first car doesn't yet appear to be "there."
556fn intended_position(eid: EntityId, world: &World) -> Option<f64> {
557    if let Some(car) = world.elevator(eid)
558        && let Some(target) = car.target_stop()
559        && let Some(target_pos) = world.stop_position(target)
560    {
561        return Some(target_pos);
562    }
563    world.position(eid).map(|p| p.value)
564}
565
566/// Minimum distance from `pos` to any value in `others`.
567fn min_distance_to(pos: f64, others: &[f64]) -> f64 {
568    if others.is_empty() {
569        return f64::INFINITY;
570    }
571    others
572        .iter()
573        .map(|&o| (pos - o).abs())
574        .fold(f64::INFINITY, f64::min)
575}